mirror of
https://github.com/ilyakooo0/vty.git
synced 2024-11-27 00:50:57 +03:00
176 lines
5.5 KiB
Haskell
176 lines
5.5 KiB
Haskell
module Main where
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import Graphics.Vty
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import Data.Array
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import Control.Applicative
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import Control.Monad
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import Control.Monad.RWS
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import System.Random
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data Player = Player
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{ playerCoord :: Coord
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} deriving (Show,Eq)
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data World = World
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{ player :: Player
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, level :: Level
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}
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deriving (Show,Eq)
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data Level = Level
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{ levelStart :: Coord
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, levelEnd :: Coord
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, levelGeo :: Geo
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-- building the geo image is expensive. Cache it. Though VTY should go
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-- through greater lengths to avoid the need to cache images.
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, levelGeoImage :: Image
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}
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deriving (Show,Eq)
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data LevelPiece
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= EmptySpace
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| Rock
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deriving (Show, Eq)
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type Game = RWST Vty () World IO
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type Geo = Array Coord LevelPiece
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type Coord = (Int, Int)
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main :: IO ()
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main = do
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vty <- mkVty defaultConfig
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level0 <- mkLevel 1
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let world0 = World (Player (levelStart level0)) level0
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(_finalWorld, ()) <- execRWST play vty world0
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shutdown vty
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-- |Generate a level randomly using the specified difficulty. Higher
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-- difficulty means the level will have more rooms and cover a larger area.
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mkLevel :: Int -> IO Level
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mkLevel difficulty = do
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let size = 80 * difficulty
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[levelWidth, levelHeight] <- replicateM 2 $ randomRIO (size,size)
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let randomP = (,) <$> randomRIO (2, levelWidth-3) <*> randomRIO (2, levelHeight-3)
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start <- randomP
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end <- randomP
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-- first the base geography: all rocks
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let baseGeo = array ((0,0), (levelWidth-1, levelHeight-1))
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[((x,y),Rock) | x <- [0..levelWidth-1], y <- [0..levelHeight-1]]
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-- next the empty spaces that make the rooms
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-- for this we generate a number of center points
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centers <- replicateM (2 ^ difficulty + difficulty) randomP
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-- generate rooms for all those points, plus the start and end
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geo <- foldM (addRoom levelWidth levelHeight) baseGeo (start : end : centers)
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return $ Level start end geo (buildGeoImage geo)
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-- |Add a room to a geography and return a new geography. Adds a
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-- randomly-sized room centered at the specified coordinates.
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addRoom :: Int
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-> Int
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-- ^The width and height of the geographical area
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-> Geo
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-- ^The geographical area to which a new room should be added
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-> Coord
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-- ^The desired center of the new room.
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-> IO Geo
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addRoom levelWidth levelHeight geo (centerX, centerY) = do
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size <- randomRIO (5,15)
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let xMin = max 1 (centerX - size)
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xMax = min (levelWidth - 1) (centerX + size)
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yMin = max 1 (centerY - size)
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yMax = min (levelHeight - 1) (centerY + size)
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let room = [((x,y), EmptySpace) | x <- [xMin..xMax - 1], y <- [yMin..yMax - 1]]
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return (geo // room)
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pieceA, dumpA :: Attr
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pieceA = defAttr `withForeColor` blue `withBackColor` green
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dumpA = defAttr `withStyle` reverseVideo
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play :: Game ()
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play = do
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updateDisplay
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done <- processEvent
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unless done play
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processEvent :: Game Bool
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processEvent = do
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k <- ask >>= liftIO . nextEvent
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if k == EvKey KEsc []
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then return True
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else do
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case k of
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EvKey (KChar 'r') [MCtrl] -> ask >>= liftIO . refresh
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EvKey KLeft [] -> movePlayer (-1) 0
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EvKey KRight [] -> movePlayer 1 0
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EvKey KUp [] -> movePlayer 0 (-1)
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EvKey KDown [] -> movePlayer 0 1
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_ -> return ()
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return False
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movePlayer :: Int -> Int -> Game ()
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movePlayer dx dy = do
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world <- get
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let Player (x, y) = player world
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let x' = x + dx
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y' = y + dy
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-- this is only valid because the level generation assures the border is
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-- always Rock
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case levelGeo (level world) ! (x',y') of
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EmptySpace -> put $ world { player = Player (x',y') }
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_ -> return ()
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updateDisplay :: Game ()
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updateDisplay = do
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let info = string defAttr "Move with the arrows keys. Press ESC to exit."
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-- determine offsets to place the player in the center of the level.
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(w,h) <- asks outputIface >>= liftIO . displayBounds
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thePlayer <- gets player
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let ox = (w `div` 2) - playerX thePlayer
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oy = (h `div` 2) - playerY thePlayer
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-- translate the world images to place the player in the center of the
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-- level.
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world' <- map (translate ox oy) <$> worldImages
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let pic = picForLayers $ info : world'
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vty <- ask
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liftIO $ update vty pic
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--
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-- Image-generation functions
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--
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worldImages :: Game [Image]
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worldImages = do
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thePlayer <- gets player
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theLevel <- gets level
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let playerImage = translate (playerX thePlayer) (playerY thePlayer) (char pieceA '@')
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return [playerImage, levelGeoImage theLevel]
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imageForGeo :: LevelPiece -> Image
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imageForGeo EmptySpace = char (defAttr `withBackColor` green) ' '
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imageForGeo Rock = char defAttr 'X'
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buildGeoImage :: Geo -> Image
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buildGeoImage geo =
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let (geoWidth, geoHeight) = snd $ bounds geo
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-- seems like a the repeated index operation should be removable. This is
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-- not performing random access but (presumably) access in order of index.
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in vertCat [ geoRow
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| y <- [0..geoHeight-1]
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, let geoRow = horizCat [ i
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| x <- [0..geoWidth-1]
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, let i = imageForGeo (geo ! (x,y))
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]
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]
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--
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-- Miscellaneous
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--
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playerX :: Player -> Int
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playerX = fst . playerCoord
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playerY :: Player -> Int
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playerY = snd . playerCoord
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